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DM Voice's Envoy of Geb - An Undead Campaign (Inactive)

Game Master Mark Sweetman

The Shadow Claw has sent you forth as a vanguard of Geb to seek a book that may hold the key to where Nex has been hiding all these years...


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Female Human (ghost) Shadow Sorcerer 10

Know Arcana 1d20 + 9 ⇒ (17) + 9 = 26

Enraged Vesta rushes the gnome and moves into flanking position. She attempts to reach her hand through his chest to his heart.

Touch Attack: 1d20 + 6 ⇒ (13) + 6 = 1911d6 ⇒ (1, 3, 5, 4, 5, 4, 2, 3, 3, 1, 6) = 37
Fort DC:23 for half damage

corrupting Touch:
(Su): All ghosts gain this incorporeal touch attack. By passing part of its incorporeal body through a foe’s body as a standard action, the ghost inflicts a number of d6s equal to its CR in damage. This damage is not negative energy—it manifests in the form of physical wounds and aches from supernatural aging. Creatures immune to magical aging are immune to this damage, but otherwise the damage bypasses all forms of damage reduction. A Fortitude save halves the damage inflicted.


Male Dullahan(formerly an Elf) Weapon Master 4

Does Caustic Erruption allow SR? Sorry forgot to ask before

Gripping his blade with two hands, Gathroc strikes with a previously unseen fury, seeking to end the gnome's life in one attack 1d20 + 24 ⇒ (17) + 24 = 41 Critical hit, Power Attacking, Vital Strike for 2d10 + 1d10 + 44 + 1d6 + 2d6 ⇒ (3, 4) + (3) + 44 + (6) + (5, 4) = 69 dmg


Primordial Ooze

Gathroc - SR doesn't apply for Caustic Eruption.


Female Human (ghost) Shadow Sorcerer 10
DM - Voice of the Voiceless wrote:
Gathroc - SR doesn't apply for Caustic Eruption.

OFten the case with acid spells


Male Human(Lich) Cleric 3, Wizard 3, Mystic Theurge 4

Spellcraft 1d20 + 18 ⇒ (13) + 18 = 31
Spellcraft 1d20 + 18 ⇒ (10) + 18 = 28

I believe I would have come into the room prior to Vesta and Gabrial's second action?

I move to within 30ft of the offending Gnome and begin chanting a ray of black fire with a red core (Scorching Ray) flys from my open palm.

Touch attack x2 1d20 + 8 + 1 ⇒ (4) + 8 + 1 = 13
1d20 + 8 + 1 ⇒ (17) + 8 + 1 = 26(+1 from point blank shot, within 30ft)

Damage 4d6 + 1 ⇒ (3, 5, 2, 2) + 1 = 13
4d6 + 1 ⇒ (1, 2, 2, 5) + 1 = 11


Knowledge: Arcana check: 1d20 + 11 ⇒ (9) + 11 = 20


'Male' Crawling Claw (Human) Rogue 10

Gabriel attempts to continue to hammer on the Gnome, from a flanking position...

+1 Ghost-touch Claw: 1d20 + 24 + 2 ⇒ (6) + 24 + 2 = 32, for 1d1 + 10 + 5d6 ⇒ (1) + 10 + (2, 3, 5, 1, 6) = 28 Magical S/B damage.

+1 Ghost-touch Claw: 1d20 + 19 + 2 ⇒ (6) + 19 + 2 = 27, for 1d1 + 10 + 5d6 ⇒ (1) + 10 + (2, 1, 3, 6, 5) = 28 Magical S/B damage.


Primordial Ooze

Update will come tonight...


Primordial Ooze

The gnome mutters more arcane words and unleashes a burst of crackling energy that arcs between all of you in turn.

Spellcraft DC 21:
Chain lightning

Concentration check: 1d20 + 26 ⇒ (20) + 26 = 46
Everyone takes 14d6 ⇒ (5, 6, 3, 6, 6, 2, 1, 2, 6, 2, 3, 6, 3, 2) = 53 electricity damage (SR and resist applies) Reflex DC of 29 for Gabriel, 27 for everyone else - success means half damage.
SR check: 1d20 + 14 ⇒ (7) + 14 = 21

Gathroc strikes the gnome a wicked blow and Gabriel succeeds in striking twice more. Vesta reaches into the gnome's chest and squeezes his lifeforce.

Fort Save vs Vesta: 1d20 + 14 ⇒ (5) + 14 = 19

One of Daemon's rays misses, and the other dissipates before it strikes the gnome.

Spellcraft DC 19:
The scorching ray was supressed by a Globe of Invulnerability effect

Action Tracker (Round 3): Murmur / Ignac, Thispindix / Gathroc, Gabriel, Vesta, Daemon

Damage Tracker:
Thispindix: 135

The gnome looks like he is hurting very badly, but is still standing defiantly... just

Ignac still has a carryover action from Round 2, the rest can move onto Round 3 actions.


'Male' Crawling Claw (Human) Rogue 10

Reflex: 1d20 + 16 ⇒ (17) + 16 = 33.

This time, Gabriel manages to dodge out of the way, avoiding the crackling bolt of lightning completely!

He then focuses on pounding the Gnome into a bloody pulp...

+1 Ghost-touch Claw, Quarry: 1d20 + 24 + 2 + 1 ⇒ (8) + 24 + 2 + 1 = 35, for 1d1 + 10 + 5d6 + 1 ⇒ (1) + 10 + (5, 2, 5, 5, 3) + 1 = 32 Magical S/B damage.

+1 Ghost-touch Claw, Quarry: 1d20 + 19 + 2 + 1 ⇒ (20) + 19 + 2 + 1 = 42, for 1d1 + 10 + 5d6 + 1 ⇒ (1) + 10 + (2, 3, 2, 3, 2) + 1 = 24 Magical S/B damage.

+1 Ghost-touch Claw, Quarry, Crit Confirmation: 1d20 + 19 + 2 + 1 ⇒ (3) + 19 + 2 + 1 = 25, for 1d1 + 10 + 1 ⇒ (1) + 10 + 1 = 12 extra Magical S/B damage.


Female Human (ghost) Shadow Sorcerer 10

Reflex 1d20 + 8 ⇒ (17) + 8 = 25

Some of Vestas extoplasm seems to be carried along with the lightning bolt, but she strikes out again to attack, reaching for his heart again

touch attack 1d20 + 6 ⇒ (17) + 6 = 2311d6 ⇒ (2, 4, 4, 1, 4, 3, 2, 1, 1, 2, 4) = 28

Fort DC 23 for Half damage


Male Dullahan(formerly an Elf) Weapon Master 4

Hey Gab, I think your Crit is automatically successful due to Death's Calling as it says "all critical hits against the victim" not just ones from the Dullahan. Voiceless' call though

1d20 + 7 ⇒ (14) + 7 = 21 Ref save

Health 103/190

"Clearly you are not going to survive one more onslaught from my allies and I. Gives us what we want and we'll let you live" 1d20 + 25 ⇒ (8) + 25 = 33 Intimidate check

If there's anyway to communicate with the rest of the team, Gathroc will inform them he is totally lying.

Really hope this is successful, want to be able to play up the betrayer aspect of my character


Male Human Graveknight Armiger 10

I'm not even going to attempt a reflex save. Immunity is great. :P

Ignac will move to the gnome, attacking him.
Attack:1d20 + 18 ⇒ (12) + 18 = 30 +2 if flanking
Damage:1d10 + 2d6 + 18 ⇒ (2) + (4, 6) + 18 = 302d6 is Elec

Anyone adjacent to me gains the benefits of cover, as well.

noticed I had a carry over. The above will be my round 2

Full-attack Action:
Attack 1:1d20 + 18 ⇒ (14) + 18 = 32
Attack 2:1d20 + 13 ⇒ (2) + 13 = 15
Damage 1:1d10 + 2d6 + 18 ⇒ (8) + (2, 6) + 18 = 34
Damage 2:1d10 + 2d6 + 18 ⇒ (3) + (1, 4) + 18 = 26


Male Human(Lich) Cleric 3, Wizard 3, Mystic Theurge 4

I will just ignore the electricity flying around Also immune

spellcraft 1d20 + 18 ⇒ (2) + 18 = 20

"He appears to have a Globe of Invulnerability up, It suppresses any spell level lower then 4th, which effectively makes my spells useless."

I will examine the room around me and ignore the fighting going on.

Perception 1d20 + 25 ⇒ (14) + 25 = 39


Reflex save: 1d20 + 15 ⇒ (11) + 15 = 26

Murmur is unable to avoid the lightning that arcs through him. Having suffered the full brunt of the two spells, he hides his anger by singing a nonsensical song.

Now you see this foolish midget
Shouting out his spells to kill
And you say, "For what reason?"
And he says, "How?"
And you say, "What does this mean?"
And he screams back, “You’re a cow
Give me some milk
Or else go home"*

Murmur lets out a laugh and reaches to touch the gnome again.

Inspire Courage active as a move action.
Touch attack: 1d20 + 10 + 2 ⇒ (20) + 10 + 2 = 32

If the touch attack hits, another DC 28 Will save for the gnome to avoid losing his voice.

Murmur current hp: 101 / 198

*Bonus points for anybody who recognizes the song.


Primordial Ooze

Murmur reaches out with his little hand and touches the gnome...
Will save: 1d20 + 20 ⇒ (15) + 20 = 35
...though you are unable to steal his voice.

Ignac lashes out with his weapon and strikes a solid blow upon the gnome, when an eruption of light occurs where the gnome stands. After the flash passes from your eyes, the gnome is gone...

Perception DC 30:
In a split second before the flash, you saw the gnomes injuries being sloughed away, and he 'disappeared' from your sight

Spellcraft DC 21:
You think that the last strike triggered a contingency spell, though the flash of light made it difficult to determine exactly what the effects were.

Lifesense or Blindsense ability:
The gnome is still in the room, though for some reason your senses are a little foggy and you cannot pinpoint his location... perhaps if you concentrate.

Action Tracker (Round 3): Murmur / Ignac, ?Thispindix? / Gathroc, Gabriel, Vesta, Daemon

Forgot the follow up damage from Caustic Eruption for anyone that failed the first save.
Caustic Eruption Round 2: 7d6 ⇒ (5, 3, 1, 5, 2, 4, 6) = 26 acid
Caustic Eruption Round 3: 7d6 ⇒ (1, 3, 6, 1, 1, 5, 4) = 21 acid


Primordial Ooze

Gathroc, Gabriel, Vesta and Daemon may want to retcon actions with this new information in mind.


Male Human Graveknight Armiger 10

How do you want me to handle the ongoing damage? Technically, I failed the save, but at the same time, I only took half damage. I'm not entirely sure what to do here, because it could go either way.


Primordial Ooze

Hmmm ... how about half-damage only on the follow up?


Male Human Graveknight Armiger 10

Works for me.Just wanted DM's call, becaue there's really no guideline on what to do, even with Improved Evasion, AFAIK.

Current HP:113


'Male' Crawling Claw (Human) Rogue 10

Yes, I would like to revise Gabriel's action - he retreats from the room, as he is on 15hp (having taken 165 points of damage so far).

@DM - Voice: Not that I expect it to come-up again, but, because Gabriel damaged the Gnome, he now has the equivalent of a Locate Creature running on him...


Male Human(Lich) Cleric 3, Wizard 3, Mystic Theurge 4

Perception 1d20 + 25 ⇒ (3) + 25 = 28

Spellcraft 1d20 + 18 ⇒ (5) + 18 = 23

"Ah, finally got rid of that pesky gnome did you? When he burst into lights some sort of contingency spell went off, we should be more careful now, for all we know his whole tower could be coming alive as a construct since we have gotten rid of him. Does anyone need some healing?"

I will retain my previously stated action, unless someone tells me they need to be healed.


'Male' Crawling Claw (Human) Rogue 10

As Gabriel scuttles past Daemon, he comments:

Daemon, the Gnome is still alive; I can sense him *somewhere* in the room... I also regret to inform you that I am severely injured, and need to retreat for the moment; don't concern yourself with me, though. Focus on finding and stopping that Gnome!


Female Human (ghost) Shadow Sorcerer 10

Perception 1d20 + 10 ⇒ (3) + 10 = 13
Spellcraft 1d20 + 14 ⇒ (6) + 14 = 20

Vesta retreats from the room, but lingers long enough to cast a spell at the location where the gnome was. (Avoiding hitting allies, delaying if necessary) The shadows seem to undulate and pull themselves away from their surfaces they rise and undulate then become solid rubbery tentacles whipping and lashing searching for something to strangle.

(black tenacles around where the gnome was)

bLAck TEnTAcLES:

School conjuration (creation); Level sorcerer/wizard 4
casting Time 1 standard action
components V, S, M (octopus or squid tentacle)
range medium (100 ft. + 10 ft./level)
Area 20-ft.-radius spread
duration 1 round/level (D)
Saving Throw: none; Spell resistance: no
This spell causes a field of rubbery black tentacles to appear,
burrowing up from the floor and reaching for any creature in
the area.
Every creature within the area of the spell is the target of a combat
maneuver check made to grapple each round at the beginning of your
turn, including the round that black tentacles is cast. Creatures that
enter the area of effect are also automatically attacked. The tentacles
do not provoke attacks of opportunity. When determining the
tentacles’ CMB, the tentacles use your caster level as their base attack
bonus and receive a +4 bonus due to their Strength and a +1 size
bonus. Roll only once for the entire spell effect each round and apply
the result to all creatures in the area of effect.
If the tentacles succeed in grappling a foe, that foe takes 1d6+4
points of damage and gains the grappled condition. Grappled
opponents cannot move without first breaking the grapple. All
other movement is prohibited unless the creature breaks the
grapple first. The black tentacles spell receives a +5 bonus on
grapple checks made against opponents it is already grappling,
but cannot move foes or pin foes. Each round that black tentacles
succeeds on a grapple check, it deals an additional 1d6+4 points of
damage. The CMD of black tentacles, for the purposes of escaping
the grapple, is equal to 10 + its CMB.
The tentacles created by this spell cannot be damaged, but they
can be dispelled as normal. The entire area of effect is considered
difficult terrain while the tentacles last.


Male Dullahan(formerly an Elf) Weapon Master 4

Nothing to show for my Intimidate? Also, I never took an action that round, just spoke. I was waiting you to see if the check succeeded or not. So I can attack him before he disappears.


Male Human Graveknight Armiger 10

An intimidate check takes a standard action to demoralize.


Female Human (ghost) Shadow Sorcerer 10

If he didn't move farther than 20' Radius from where he was than he should be visible shortly as the tentacles will be strangling him. They don't need to see him to find him. ;-)


Male Dullahan(formerly an Elf) Weapon Master 4
Ignác Takács wrote:
An intimidate check takes a standard action to demoralize.

Except I wasn't trying to demoralize him. I was trying to shake him down for information. If that's a demoralize attempt, or isn't possible as a free action, than screw that and I'll just attack his happy ass.


Male Human Graveknight Armiger 10

That action would have taken a minute, as it would be trying to get him to be friendly towards you.


Primordial Ooze

Ok - just pulling things back into order slightly:
Currently in the room / standing within 20' of where the gnome was: Ignac, Gathroc, Murmur.
Currently in the top level, but >20' from where the gnome was: Vesta, Daemon.
Currently one level down: Gabriel.

Vesta has not cast black tentacles - as it would catch three teammates in the radius and you stated that you'd delay until the way was clear.
Gathroc - in combat, although I know that talking is a free action - I tend to gravitate towards specific actions (such as skill attempts, etc) taking place only during your initiative order. Therefore the contingency went off before your action, so you never got an attempt to Intimidate the gnome, and I've offered a revisioning of your actions. You have blindsight so you can open the spoiler for an inkling of what has just happened.

As far as the use of Intimidate, RAW it doesn't do what you want. While I'm open to uses of social skills to supplement / assist spoken words - it is subject to a bit of common sense as well. Trying to convince a powerful spellcaster that you are going to act as you say is going to be very difficult, to the point of impossible.
The social skills break down at high level if you treat everything just as a static DC.


Female Human (ghost) Shadow Sorcerer 10
DM - Voice of the Voiceless wrote:

Ok - just pulling things back into order slightly:

Currently in the room / standing within 20' of where the gnome was: Ignac, Gathroc, Murmur.
Currently in the top level, but >20' from where the gnome was: Vesta, Daemon.
Currently one level down: Gabriel.

Vesta has not cast black tentacles - as it would catch three teammates in the radius and you stated that you'd delay until the way was clear.
Gathroc - in combat, although I know that talking is a free action - I tend to gravitate towards specific actions (such as skill attempts, etc) taking place only during your initiative order. Therefore the contingency went off before your action, so you never got an attempt to Intimidate the gnome, and I've offered a revisioning of your actions. You have blindsight so you can open the spoiler for an inkling of what has just happened.

As far as the use of Intimidate, RAW it doesn't do what you want. While I'm open to uses of social skills to supplement / assist spoken words - it is subject to a bit of common sense as well. Trying to convince a powerful spellcaster that you are going to act as you say is going to be very difficult, to the point of impossible.
The social skills break down at high level if you treat everything just as a static DC.

OK, corrected my sheet.


Male Human Graveknight Armiger 10

Ignac will back up while Vesta casts her spell.


Male Dullahan(formerly an Elf) Weapon Master 4

Gathroc will focus his senses trying to find the gnome. 1d20 + 23 ⇒ (10) + 23 = 33 Perception check

I see your over the school of thought that casters pwn martial characters


Primordial Ooze
Gathroc The Betrayer wrote:
I see your over the school of thought that casters pwn martial characters

Not entirely sure what you mean by this...

The static DC for making a 14th level character with a Wisdom of 16 act friendly using Intimidate is only 27. (without any situational modifiers)
You have a +25 Intimidate modifier, that means 95% of the time (as per RAW) you can force someone to act friendly towards you.
This is completely unrealistic, which is what I was implying in my statement. Has nothing to do with martial vs casters.


Male Weremonkey Rogue/Ranger/Trickster
DM - Voice of the Voiceless wrote:
Gathroc The Betrayer wrote:
I see your over the school of thought that casters pwn martial characters

Not entirely sure what you mean by this...

The static DC for making a 14th level character with a Wisdom of 16 act friendly using Intimidate is only 27. (without any situational modifiers)
You have a +25 Intimidate modifier, that means 95% of the time (as per RAW) you can force someone to act friendly towards you.
This is completely unrealistic, which is what I was implying in my statement. Has nothing to do with martial vs casters.

Trying to convince a powerful spellcaster that you are going to act as you say is going to be very difficult, to the point of impossible.

We must have come at least partially close to killing him, right? I mean that contingency went off via one of the strikes from us landing. Generally, that means either 1/2 HP, 1/4th HP or even less. So it wasn't like my comment of "You'll likely not survive another onslaught from my allies and I" was any real big stretch of the imagination, powerful spell caster or not. Also, you said something along the lines of "He stands there defiantly....barely." Meaning his ass was close to dead at that point, even before the contingency went off.

But apparently, trying to convince powerful casters is nigh impossible....wonder if it woulda been easier if he was a powerful Fighter?


Primordial Ooze

Remove the spellcaster aspect from it, statement and actions would still be the same.
You are all undead of a variety of persuasions, not exactly a stretch to assume that your intentions are not exactly saintly.
You had personally promised to kill him not once, but twice within the previous 2 rounds, which kind of hurts your credibility.
Secondly if you recall when you talked with him whilst he was scrying, you stated "Perhaps others will not harm you if you comply, but *I* look forward to tearing apart this wretched tower and slaying all who make it their home."

Any person of sound mind would look at your previous statements and make a reasonable connection that you were lying and had no intention of letting him live.
And just to restate - had he been a fighter with an Int of 10 and Wis of 10 I would have played it the same way.


Primordial Ooze

In game update will occur pending Murmur's actions


Perception check: 1d20 + 18 ⇒ (18) + 18 = 36

Murmur slinks into the shadows, attempting to disappear from view, and heads to the stairs.

Stealth check: 1d20 + 25 ⇒ (13) + 25 = 38.

Current hp: 54/198


Male Dullahan(formerly an Elf) Weapon Master 4
DM - Voice of the Voiceless wrote:

Remove the spellcaster aspect from it, statement and actions would still be the same.

You are all undead of a variety of persuasions, not exactly a stretch to assume that your intentions are not exactly saintly.
You had personally promised to kill him not once, but twice within the previous 2 rounds, which kind of hurts your credibility.
Secondly if you recall when you talked with him whilst he was scrying, you stated "Perhaps others will not harm you if you comply, but *I* look forward to tearing apart this wretched tower and slaying all who make it their home."

Any person of sound mind would look at your previous statements and make a reasonable connection that you were lying and had no intention of letting him live.
And just to restate - had he been a fighter with an Int of 10 and Wis of 10 I would have played it the same way.

See, that makes far more sense. The way you made it seem was "Hey, this guy wont believe a word you say cuz he's a b~%~+in powerful spellcaster, who can bend reality to his whim, and all you can do is swing a sword good". Thanks for the clarification.


Primordial Ooze

As Murmur withdraws from the center of the room towards the stairs, Vesta unleashes a swarm of writhing tentacles into the center of the room. The rubbery limbs grasp around, but are unable to find any target to grapple.

Murmur:
Attempt to stealth successful - not that you explicitly know it yet - *wink*

Gathroc:
As you concentrate, you manage to narrow down the gnomes position to directly across the room from the stairs - it is hard up against the wall next to it's bed.
You can't fully discern what it is doing, but it does not appear to be casting any spells....yet.

Daemon:
You are on one side of the chamber and you review the visible possessions. It appears as though this room is used mainly as a bedchamber as the decorations are quite spartan. There is a small footlocker next to the bed that looks interesting, but the patch of tentacles mar your path to it.

Action Tracker (Round 4): Murmur / Ignac, ?Thispindix? / Gathroc, Gabriel, Vesta, Daemon


Female Human (ghost) Shadow Sorcerer 10

Vesta retreats to the lower room just enough to be out of combat, pulls a wand from her vest and says "That little F****r!" Which incidentally is also the command word for her inflict moderate wounds wand. The ghast wandsmith she bought it from has a sense of humor.

Vesta "healed" 2d8 + 3 ⇒ (8, 1) + 3 = 12

(I'm not sure how many rounds I have, but I don't feel like discoporeating today)


Primordial Ooze

For the short term - we'll stay in 'combat' initiative until it plays out.
It might be unclear based on the initiative above, but Thispindix is currently 'holding action' waiting to see what the group does.


Male Human(Lich) Cleric 3, Wizard 3, Mystic Theurge 4

I will cast Detect Magic and see if I can pinpoint the gnome that Gabriel told me was still around.

perception 1d20 + 25 ⇒ (13) + 25 = 38


Female Human (ghost) Shadow Sorcerer 10
Daemon Son-of-none wrote:

I will cast Detect Magic and see if I can pinpoint the gnome that Gabriel told me was still around.

perception 1d20+25

That'll take a few rounds at best. Detect magic<see invisibility. There is a lengthy discussion (or three) about just this going on in the forums right now.

Detect Magic:

School divination; Level bard 0, cleric 0, druid 0, sorcerer/wizard 0

Casting Time 1 standard action

Component : V, S

Range 60 ft.

Area cone-shaped emanation

Duration concentration, up to 1 min./level (D)

Saving Throw none; Spell Resistance no

You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.

1st Round : Presence or absence of magical auras.

2nd Round : Number of different magical auras and the power of the most potent aura.

3rd Round : The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Knowledge (arcana) skill checks to determine the school of magic involved in each. (Make one check per aura: DC 15 + spell level, or 15 + 1/2 caster level for a nonspell effect.) If the aura eminates from a magic item, you can attempt to identify its properties (see Spellcraft).

Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras.

Aura Strength : An aura's power depends on a spell's functioning spell level or an item's caster level; see the accompanying table. If an aura falls into more than one category, detect magic indicates the stronger of the two.

Lingering Aura : A magical aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a magic item). If detect magic is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:

Original Strength Duration of Lingering Aura
Faint 1d6 rounds
Moderate 1d6 minutes
Strong 1d6 × 10 minutes
Overwhelming 1d6 days
Outsiders and elementals are not magical in themselves, but if they are summoned, the conjuration spell registers. Each round, you can turn to detect magic in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Detect magic can be made permanent with a permanency spell.

Detect Magic
Spell or Object Aura Power
Faint Moderate Strong Overwhelming
Functioning spell (spell level) 3rd or lower 4th–6th 7th–9th 10th+ (deity-level)
Magic item (caster level) 5th or lower 6th–11th 12th–20th 21st+ (artifact)


Male Dullahan(formerly an Elf) Weapon Master 4

Gathroc, upon finding the gnome, once more moves within striking range and attempts to lay the spellcaster low.1d20 + 24 ⇒ (18) + 24 = 42 Power Attacking Vital Strike

Critical hit, auto confirmed via Death's Calling. 2d10 + 1d10 + 1d10 + 2d6 + 57 ⇒ (2, 4) + (7) + (2) + (4, 6) + 57 = 82 damage

HELP:
Ok, I have no idea if my math or rolls for dmg are correct here. Elven Curveblade adds 1-1/2 times my Str, which I realize I forgot to include in my CS. Power Attack adds +6(I think) but that gets increased by 50%(+3 i think) for a 2 Hander. Vital Strike doubles weapon damage, as does a Critical hit. I then get +2 from Killer(non multiplied), and an extra 1d10 cold from Icy Burst and 2d6 from Viciousness both of which are also not multiplied. Pretty sure that covers all my damage mods. Can somebody help make sure the above rolls and math are correct?


Primordial Ooze

Gathroc - are you skirting the outside of the tentacles towards where the gnome is? - or striding through the middle?



1) Wielding a 2-handed weapon adds 1.5 * Str modifier to damage instead of 1 * Str modifier.
2) With a 10 BAB, Power Attack with a 2-handed weapon is -3 to hit, +9 to damage
3) Vital Strike increases the 1d10 to 2d10, but the extra 1d10 is not multiplied on a crit.


Primordial Ooze

Gathroc moves across to where he sensed the gnome to be and strikes at him. However his attack is stopped short and skitters off a square wall of force about 5ft from where you sense the gnome to be. The wall sparks and shimmers with the strain of resisting the strike.

With an audible sigh, the air before you wavers and reveals Thispindix standing with a stoically set jaw - as though he is resigned. He is holding his staff before him held crossways, with his hands about 2 feet apart. Around his neck a small cube of steel hangs with one of it's faces glowing. "I know I cannot make ye leave, but if ye attack me again - I might be tempted to snap this here staff across me knee and take us both."

DM Reference:
36 charge to start:
2 to put up
5 down from Gathroc strike


Female Human (ghost) Shadow Sorcerer 10

Upon hearing the gnomes proclimation Vesta floats to Gathroc and very quietly wishers somethign in his "ear."

"Ready yourself. I can get you to him, but if he breaks the staff we're doomed."

DM question:Dimension door states that I (the caster) can't take other actions, but it has no such indications about passengers. If Gathroc readies an action and I DDoor him he should be able to take a full round action that same round before the gnome has a chance to act. If this logic is flawed please let me know because I will change the plan. Vesta knows exactly how her spells work.

Dimension Door:

School conjuration (teleportation); Level bard 4, sorcerer/wizard 4

Casting Time 1 standard action

Components V

Range long (400 ft. + 40 ft./level)

Target you and touched objects or other touched willing creatures

Duration instantaneous

Saving Throw none and Will negates (object); Spell Resistance no and yes (object)

You instantly transfer yourself from your current location to any other spot within range. You always arrive at exactly the spot desired—whether by simply visualizing the area or by stating direction. After using this spell, you can't take any other actions until your next turn. You can bring along objects as long as their weight doesn't exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you.

If you arrive in a place that is already occupied by a solid body, you and each creature traveling with you take 1d6 points of damage and are shunted to a random open space on a suitable surface within 100 feet of the intended location.

If there is no free space within 100 feet, you and each creature traveling with you take an additional 2d6 points of damage and are shunted to a free space within 1,000 feet. If there is no free space within 1,000 feet, you and each creature travelling with you take an additional 4d6 points of damage and the spell simply fails.


Primordial Ooze

Reading the entry for readied actions in the PRD - it's limited to a standard action equivalent only. So it could be a single attack / maneuver / etc.
I'd also remind Vesta that the gnome probably knows exactly how her spells work as well.... (implying that if he identifies the spell as it is being cast, it is not a stretch for him to figure out a rough idea of what you may have planned)

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